Lesson Funking Learned ![]()
It was my final target and they were an enforcer for my disguise. They turned their head investigating a distraction and saw me right as I was stabbing them, which ruined SA and failed my hardcore run. Sad day ![]()
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Lesson Funking Learned ![]()
It was my final target and they were an enforcer for my disguise. They turned their head investigating a distraction and saw me right as I was stabbing them, which ruined SA and failed my hardcore run. Sad day ![]()
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I just had a realisation with the mastery level 100 Freelancer suit. In the suit description it mentions âso now you can blend in with the most dangerous of syndicatesâ yet it offers no actual difference for blending in game.
What if this was changed so that suspects/syndicate members would no longer enforce you wearing this disguise even on alerted territories? (Currently, all of 47âs outfits are enforced by suspects and syndicate members on alerted territories.) This would also not affect Lookouts of course so it wouldnât be too OP.
Iâd argue that if this was added, then this small gameplay perk would incentivise the level 100 unlock even more so for players since opinions on the actual suit itself was quite mixed ![]()
Eh, Iâm not a fan of tying gameplay benefits to suits. I prefer to pick them based on mood and preference rather than feeling pressured to use a particular one because of a perk it provides.
I would agree with you if the unlockable Deluxe suit, The White Shadow, didnât add a gameplay detriment to Hokkaido (the entire map becomes a hostile area).
Now, granted, thatâs just one unlockable suit on a single map, but I believe if weâre allowed to have a suit that causes a detriment for one map, we should be allowed to have a suit that adds a benefit in only one game mode.
With the amount of effort it takes to get the Level 100 Freelancer suit, it would be nice to have a suit that makes the mode easier if IOI is going to add long, grindy, challenges like 2,500 kills, 100 campaigns, and 10 Prestiges.
I donât know a single person that has a all of those challenges and are under Mastery Level 100. It would make the âend game grindâ for the last few Challenges more manageable.
If IOI doesnât want to add this benefit the the Mastery Level 100 suit, my suggestion would be to allow a Casual Mode that has those benefits anyway, but gives a reduced number of XP, and Merces for playing it.
Iâd rather have it be a separate mechanic (bribing lookouts from the safehouse pre-mussion using all the piled up Merces?) than a suit.
Fair enough.
There is SO much they can do with Merces that they dont do. I made two comments on the Hitman Freelancer Wishlist Thread that gave some ideas on how to allow more ways to spend Merces. I didnât come up with that idea.
Unrelated to my previous comments, and I apologize if this has been answered before, but is there any particular reason that the Disposable Scrambler (Common, requires 3 gear slots), Electronic Key Hacker (Rare, requires 2 gear slots), and Electronic Key Hacker MK III (Rare, requires 1 gear slot) all require a different amount of gear slots even though they are all the exact same item?
I would imagine itâs a balancing reason so you donât completely fill your inventory with the same item, as the Pills/Vials/Chloroform Flasks, Syringes, and the Rubber Ducks also have a different number of gear slots required for them.
Also, why would you ever take the Common Baseball Bat (requires 4 gear slots) when you can take the Rare HF Championship Bat or the Epic Spooky Bat, both of which only require 2 gear slots? Is it because of the âPacify - Baseball Batâ prestige objective?
I understand an item like the Professional Screwdriver taking up a total of 3 gear slots, more than the other knife items because it has a secondary function, in addition to stabbing. However, there are two knives in particular that donât follow this trend - the Folding Knife and the Amputation Knife. Both of which take up the same number of gear slots as the screwdriver, 3 gear slots. Why would I ever take those if I have the screwdriver unlocked, or even the other knives?
Does rarity also play a factor into the item gear slots as well? Becauae Iâve noticed Legendary items never take up more than 2 gear slots (which I am completely fine with, as Legendary gear should objectively be better than everything else, especially demonstrated by the price of them). Iâm moreso confused with the gear slot âbalancingâ of other items that arenât Legendary.
While I agree that some of these things seem arbitrary at times, I will play devilâs advocate and say:
The higher the rarity, the lighter the item. Rarity not only means they are more expensive, but do not spawn as frequently.
The common baseball bat is 4 slots, but is found on several maps. The HF Championship and Spooky Bat are, as far as I know, Reward or Purchase only.
The screwdriver not only has the sabotage function, but itâs a Legal Lethal Melee, which has its benefits (similarly, the grape knife is also a free legal lethal melee (at the cost of high weight)).
The weight/ rarity system is designed to reward map knowledge and exploration, and even at later mastery with full unlocks, still encourages creative° solutions
That being said, without activating prestige, the weight system begins to lose meaning. I rarely ever enter a level without the Sieker, Kalmer, Lockpick, and Silenced Pistol taking up 8-9 slots. I usually try to get those first if I lose them.
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Attempted to use the ICA Remote Micro Audio Distraction for the first time ever today and my god is this item beyond completely pointless. Throwing it on the ground to distract someone has a larger sound radius than placing it on the ground and activating it.
How did it ever make the cut of items to be included with Freelancer?
Its use cases are significantly more niche, but it can be useful for distracting someone at a distance to get proper timing. That being said, this is really only useful when you know your targetâs routine⊠And, you know, Freelancer is supposed to work against that philosophy. Additionally, it typically requires you to have already been near the intended target, where you could just kill them some other less-complex wayâŠ
I guess itâs neat to have, but when you get down to it, there arenât as many unique tools in WoA as it first appears. And many players/ runs stick to the same top 10 tools because theyâre already fun and they work.
I actually discovered an extremely specific use for that. On Sgail when you have the lady target on the balcony of the big Glass Tower, the guard that patrols up there and is an enforcer for the caped guard disguise can be distracted downstairs if you place the audio distraction right where the pipe to climb up is, activate when heâs right above you and heâll come right down. You can then pick it back up and climb up there to kill her without being seen. Youâll have plenty of time since he has to take the stairs inside and you can just go right up the pipe.
But this is literally the only time I have ever used that thing. ![]()
I use it in The Censor to distract the enforcers in the kitchen when I poison the targetâs drink. Very handy!
It allows you to be closer to the spot where the action is and just hit the âdistractâ-button in plain sight, as opposed to for example the coin where you have to position yourself out of sight (otherwise they wonât be distracted) to throw it at a certain place. The micro means you can place it without worrying about suspicion or someone taking it away.
I wish they would patch the Audio Distractions to be more useful - in the entirety of the game, not just Freelancer.
Very upset I couldnât kill someone with a rusty nail.
One stab and a few months later - boom, dead.
Decided to extract my Player Profile from the WoA servers because I was curious to see what data IO collects in regards to Freelancer. Looking at the Analytics.csv file, IO knows when people are cheating at Freelancer as theyâve put some detections in place. At least I assume theyâre related to Freelancer - theyâre only named âCheat Detectedâ and âCE_AntiCheatâ but are only dated from January 26th onward.
Apparently Iâve âcheatedâ 16 times - but only because the game has screwed me over in someway (a NPC randomly dying by falling through the map/walking into water when Iâve set a SA PO, a target walks out of the playable area and canât be killed, is trapped inside an object in the map etc).
Well done! ![]()
Such a relief feeling when you finally manage to complete a Hardcore Campaign haha ![]()
The amount of times I would have âcheatedâ would be ridiculous. The game crashes, sometimes I donât load in with the large weapon I brought, suspects walk off the match, Iâm randomly detected on startup in New York, Iâm seen through walls for no good reason, guards turn on me for no reason despite me being miles away from the crime scene (Iâm not talking about walking by them when theyâre escorting a VIP. Just happens randomly sometimes.)
These are all solid reasons to force close the game. Itâs IOIâs fault.
I have no problem with the slot counts per items, but I think the wrench needs an adjustment.
The one in the garage that you get for free should take up 3, if not 4, slots to make the plumbers wrench more attractive to not only purchase, but to take because having the exact same slotted wrench for free in the garage means I hardly ever take or even purchase the plumbers wrench.
Or make the free wrench in the garage spawn randomly like the coin.
Canât remember if the claw hammer and free hammer in the garage have the same slot count. If so, then should also be adjusted.
Maybe if they had made a restart or save option, there wouldnât need to be so many people âcheatingâ in the first place.